On Fri, Jun 22, 2007 at 08:30:24AM -0500, Lloyd Sargent wrote:
> On Friday 22 June 2007 03:28, Ville Syrjälä wrote:
> > On Thu, Jun 21, 2007 at 03:43:54PM -0500, Lloyd Sargent wrote:
> 
> > Yes. Rember to set superSurfaceDesc.flags = DSDESC_CAPS also.
> 
> This exists. So far so good.
> 
> > If your back buffer is in video memory and you flip the whole
> > surface (as opposed to a smaller region) usually the hardware can be
> > told to start displaying data from the other buffer (no need to copy
> > any data).
> 
> Yes, the backing store is in video memory. I was expecting the FLIP to flip 
> back and forth between the two.
> 
> Would using the following make any difference?
> 
>     windowSurfDesc.flags = (DFBWindowDescriptionFlags) (DSDESC_CAPS | 
> DWDESC_WIDTH | DWDESC_HEIGHT | DWDESC_POSX | DWDESC_POSY);
>     windowSurfDesc.caps  = DWCAPS_DOUBLEBUFFER;
>     windowSurfDesc.width = windowPosition.GetWidth();
>     windowSurfDesc.height = windowPosition.GetHeight();
>     windowSurfDesc.posx = windowPosition.GetLeft();
>     windowSurfDesc.posy = windowPosition.GetTop();
>             
>     //----- now set the window's width and height and color depth
>     error = superLayer->CreateWindow(superLayer, &windowSurfDesc, 
> &windowObject);

Windows have their own backing store, ie. the window surface is always
in offscreen memory and it will be copied to the layer surface when you
flip the window surface.

-- 
Ville Syrjälä
[EMAIL PROTECTED]
http://www.sci.fi/~syrjala/

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